precision mediump float;
varying vec2 v_texCoord;
varying vec4 u_color;
uniform sampler2D s_baseMap;
void main()
{
	vec4 baseColor;
	//if(s_baseMap)
	//{
	//	baseColor = texture2D( s_baseMap, v_texCoord );
	//}else
	//{
	//	gl_FragColor = baseColor * u_color.a;
	//}
	baseColor = texture2D( s_baseMap, v_texCoord );
	gl_FragColor = baseColor * u_color.a;
	//gl_FragColor = u_color;
	//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}